New: compact window mode. Press F9 and CQ shrinks to a small panel that sits on top of your other windows, out of the way while you work. F9 brings the full window back. Pileups and Field Day contests are easier to follow now. Also fixed: the transmit key no longer jumps when the CQ FIELD DAY button appears.
https://store.steampowered.com/app/4267800/_/ Hello everyone! We're thrilled to announce that: Bandit Simulator TD is officially set to launch on Steam on October 12, 2026! Compared to the demo version, we've made massive changes and will be adding plenty of new content and gameplay features! In this edition, we'd like to introduce a new gameplay mechanic: Appointment & Duty System This is the stronghold's position assignment system. You can freely choose who gets to be the bandit chief or take charge of a specific branch. {STEAM_CLAN_IMAGE}/45936264/b4ebae4ce583614c114e066392bcc88f49bbe0ab.png Targeted Character Skill Development Leverage the attributes of the character with the strongest skills, allowing their strengths to benefit the entire stronghold. (The value shows 0 here because the numbers haven't been plugged in yet.) {STEAM_CLAN_IMAGE}/45936264/9a786deaea1b9c708e8a6ec1cda9412dbe056b61.png We sincerely beg all our brothers and sisters who enjoy Xiao Mang's games to Follow + Wishlist (click, click!) ↑↑↑↑↑↑! Game Introduction TL;DR Keywords: Tower Defense TD + Base Building + Idle Clicker = Addictive & Satisfying This is a simple game that combines "Tower Defense Combat + Base Building + Idle/Clicker" mechanics. The game simulates the development of an ancient bandit stronghold. Combat is based on Tower Defense mechanics, paying homage to (and blending with) several classic genre masterpieces (like the Warcraft RPGs Bandit TD, Element TD, Immortal Simulator, etc.). We've refined and simplified these concepts, combining them with idle/clicker gameplay to deliver an experience that is both "satisfyingly addictive" and "simple and relaxing." Every character acts as a fixed tower. They don't move on their own. Whether it's combat, gathering, or crafting, everything is carried out through Tower Defense mechanics. If you enjoy Xiao Mang's games, please be sure to Follow & Wishlist—it really helps the game survive and thrive! https://store.steampowered.com/app/4267...
- Core 2025 maps are now arena-locked with no Explore Mode - Core 2025 leaderboard reverted back to spheres destroyed - Fixed objective progress after Breach failures - Base unlock moved to Map 10, ModCards to Map 25 - Orbit Sentry now receives full Base Stats - Orbit Sentry now upgrades between 1 to 4 tiers - Reduced Base XP requirements
明月专属传奇
33 days ago
· mashihe888
9月2号上午十点发行,开放1区。后续区服也会在该时间点开放 游戏中添加客服,可以获得游戏礼包兑换码
Late-Game Balance UpdateHey all,Now that the dust has settled from launch, we took the time to review the most actionable and critical feedback from all the reviews and discussion posts, and one thing was very clear.The end game idle grind was too much, and it made achievements an unbearable grind.As a result, we’ve significantly rebalanced the post-Victory skill tree to make its final upgrades achievable without an excessive grind.The secondary goal was to keep the spirit of the end game, by allowing players to idle if they wish, without abandoning the players who want to play actively.ApologyWe owe you, the player an apology for making the critical mistake of making achievements an unnecessary grind. Hopefully this update will let you feel a sense of completion much quicker. For everyone who gave us this critical feedback, thank you, and thank you to everyone who stuck with the game despite these issues.Please keep any feedback on this update or other issues coming so we can address it.Patch Notes:Void Shard costsImpossible I reduced from 100M to 10M Void ShardsImpossible II reduced from 1B to 40M Void ShardsImpossible II now requires Impossible IVoid Shard costs for several Foreman, Collector, Mage, Multi Ore, and Super Auto Miner upgrades have also been significantly reducedOverall, the Void Shard cost of the post-Victory tree has been reduced by approximately 96%.Gold costsGold costs throughout the Blood Stone branches have been substantially reduced, particularly for:Foreman ProgressPie Auto-ActivateExtra Pie Spawn and StackRefresher CooldownThe total gold required after Blood Stone has been reduced by approximately 96%.Skill improvementsMaximum Foreman Income is slightly higher and now requires 10 ranks instead of 30Fully upgraded Refresher cooldown is reduced from 90 seconds to 40 secondsThe normal Pie-in-the-Sky spawn chance increases from 28.5% to 46.5%Maximum Pie Auto-Activate Chance remains 90%One redundant late-game Pie Auto-Activate skill has been remo...
“Sell to Buy Order” now clearly identifies the buy-order buyer as the taxpayer and labels the displayed town and rate as the buy order’s locked tax terms, preventing them from being mistaken for the current seller’s tax status. Pre-login and maintenance notices now use warm-gold titles and cool-white body text for a clearer visual hierarchy and better readability. Pig Iron, Wrought Iron, and Iron Ingot now verify that the Fire System is running and at least 100°C, while the Processing screen shows only declared energy parameters and their live status. Town BOSS defeat messages in Town chat no longer show the Buff expiry time, while keeping the final-hit player, BOSS name, and bonus name for a cleaner message. The Town Bank's current-cycle fiscal refresh now updates member trade tax, Town self-trade fiscal values, and Town bank currency storage from one snapshot. Market fill receipts and Town fiscal cycles now use the same frozen settlement timestamp, preventing cycle-boundary splits caused by a database default time. The Town Bank's current-cycle trade fiscal panel now shows member buy/sell turnover and trade-tax income paid into the Town bank in real time, separately from Town self-trade quota-tax expense and book profit. The Town trade fiscal week is now explicitly a measurement and reset window only; committed fills appear on page refreshes without waiting for the end of the week. Fixed the entire Specialty Development page shifting upward when Authorized Players and Limited Quantity were selected; only the player list now scrolls. Fixed Authorized Capacity remaining unavailable after a successful allocation; the validated committed capacity now stays visible immediately after submission. The redundant manual validation button has been removed, and the Development page now clearly explains management permission, validation, capacity, material, and already-developed blockers instead of leaving Confirm Development without feedback. Town Specialty allocation now sho...
Patch 1.0.06 Gameplay Changes • A new tutorial popup has been added to help avoid confusion when building your first ship. Bug Fixes • Fixed a very rare but stubborn bug that could cause the Ashenholt army to fail to spawn, or the quest to be skipped after a failed attempt. Additional Changes • Memory optimisation: Dozens of audio assets have been altered so they use less RAM while retaining their high quality. • Increased the recommended Steam requirements to 16GB of RAM (up from 8GB). 8GB can still work flawlessly, but leaves little room for multitasking.
各位玩家大家好! 《挂机英雄传》v0.1.3 版本已更新,非常感谢大家的支持! 本次更新内容 1 新增内容 新增451-500级三国关卡。 新增周瑜、袁绍、诸葛亮、赵云、曹操等角色与对应立绘。 新增江东水师、河北精骑、新野义军、左将军部曲、曹军虎卫等敌人。 2 Bug修复 修复点击地图、采矿、悬赏、研发等界面按钮时可能出现闪烁的问题。 修复部分角色进阶效果只有名称、没有效果说明的问题。 修复部分新角色立绘尺寸不同导致显示比例异常的问题。 装备强化失败bug 3 系统优化 优化地图、采矿、悬赏和研发界面的刷新方式,减少整页重载带来的卡顿与操作延时。 扩大角色特点介绍界面,基础属性与后勤属性现在可以在同一区域查看。 角色特点介绍界面现在会完整显示三个进阶效果。 基础资质与后勤属性调整为“属性名称、等级/评级、具体数值”三列显示。 4 角色调整 周瑜「火烧天」:攻击敌人,并恢复自身造成伤害50%的体力。 周瑜「大祝福」:恢复所有存活队友的体力,同时延长正面效果1层,并缩短负面效果1层。 周瑜进阶效果:击杀护盾、火烧天二连击、火烧天三连击。 诸葛亮「八阵庇护」:使全体存活队友获得1回合75%伤害减免。 诸葛亮三个进阶效果:每个进阶都会使八阵庇护额外附加1回合1层免疫,效果可以叠加。 赵云「横扫」:攻击敌人,并有概率使敌人眩晕。 赵云「若舞梨花」:造成450%物理伤害,强化下一次横扫,并获得2层闪避提升,最多4层。 赵云进阶效果:受到暴击获得护盾、横扫恢复体力、每回合移除自身1个负面效果。 5 平衡性调整 降低通用悬赏收益倍率对军功的加成。 未来更新计划 1 新的系统以及500-600级关卡。 2 继续增强牧师职业的护盾、复活、净化等功能性。 3 持续优化长时间挂机后的卡顿和操作延时。 再次感谢大家对《挂机英雄传》的支持!如果你在游玩过程中遇到Bug,或对后续内容开发有什么想法,欢迎随时反馈。
行動メニューでエラーがでるバグを今度こそ修正
## Version 1.1.6### Combat balance- Buff potions now consistently last 30 minutes, and Alchemical Linger extends every duration-bearing potion buff, including utility effects such as Verdant Sight.### Class trinkets- Added 28 class-specific trinkets for Squire, Hunter, Apprentice, Thief, Initiate, Fighter, and Bard, each with an ability-enhancing passive, a class restriction, and a scalable elemental bonus-damage affix.### Enemies- Added two Harvest Grove entry quests: Ravenfolk Incursion and Gourd Guardians.- Added Ravenfolk Adventurer, Ravenfolk Mage, and Ravenfolk Priest enemy characters with Air-based element typing.- Added the level 18 Smashing Pumpkin trinket as a rare Giant Pumpkin drop. It adds 10 Nature damage and gives auto attacks a 2% chance to cast Constricting Vines.### Pets- Added Vixxy, a fox pet with combat abilities and a dedicated fox sprite set.- Converted flat pet guild bonuses to percentage-based bonuses, including attack, primary attributes, crit/dodge chance, armor, and elemental defenses.- Added percentage guild bonuses for Jimothy, Ferris, and Vixxy so every registered pet contributes a bonus.### Group orders- Manual and scheduled orders can now use an approximate enemy level. Each location rounds down to its nearest available three-level tier.- Changed the scheduled-order Enabled and Execute Once controls from switch toggles to checkboxes.- Condensed the Manual Group Orders health and mana rest settings into one compact, fully localized row.- Clicking a scheduled group-order summary now expands or collapses its configurable settings.### Tutorials- Updated tutorial guidance for stat-point costs, death and revival, group-order tiers, recipe discovery, crafting, pets, followers, and buff behavior.### Interface- Item and crafting searches now match non-zero item and effect stats by their displayed names and common aliases, including crit and dodge ratings, chance and damage modifiers, elemental bonuses, and crafting bonuses; the `stat:` operat...
The Mac version is now available!We hope you enjoy playing the game on your Mac.
The Mac version is now available!We hope you enjoy playing the game on your Mac.
AdjustmentsReduced monster health for stages 100‑150. Reduced monster experience for stages 100‑150. Greatly increased monster health for stages above 150. Greatly increased monster experience for stages above 150.
The Mac version is now available!We hope you enjoy playing the game on your Mac.
— dev
Bombers, we have great news! The Marketplace is now available to all players — simply update the game. This access will be temporary, and we’ll return to the previous phase soon. Stay tuned for more news and enjoy this special phase of Bomb Farm!
FixedFixed an issue where the number of teeth obtained was reduced.
Update v0.3.3.5 – Highcrag, Travel & Weather ReworkGreetings Adventurers,v0.3.3.5 is now live!Well... this update ended up becoming quite a bit bigger than I originally planned. 😄The idea was to keep this one relatively small before moving on to the larger Mountgate Harbor update. Instead, I ended up touching some fairly fundamental parts of the world and everyday gameplay.That means Mountgate Harbor will arrive a little later than originally intended – but I think what came out of this update is well worth it. Welcome to Highcrag Mining CampA new destination has appeared in the mountains: Highcrag Mining Camp.For now, Highcrag is a relatively humble outpost, opening up additional opportunities for Mining, Mountain Foraging and Mountain Hunting.But consider this its foundation.Highcrag is intended to gain more purpose as Vellgar continues to expand. There are a few reasons why this particular place now exists on the map, and you'll see more of those over time. 👀⛏️And bringing a proper mountain location into the world led to something considerably bigger. Elevation Now MattersLocations across Vellgar now have actual elevation data, and the Travel System has been completely reworked to make use of it.Going uphill and downhill now makes a difference.A journey can take a different amount of time depending on which direction you're traveling. Climbing towards a mountain settlement takes more effort than making the journey back down.It's a relatively simple idea, but one that makes the geography of Vellgar feel much more coherent. Mountains, valleys and lowlands are no longer just visual differences on the map – the terrain now actually influences your journey through the world. Weather Across the Elevation SpectrumElevation also gave me the opportunity to rework the Weather System.Weather can now react differently across the full elevation spectrum of the world, giving much more flexibility to how conditions behave between lowlands, settlements and mountainous regions.To...
Hi, I made a few small teensy tiny- Ok it's a massive update.. There were a few feedback things.. Then there were more.. then I spotted several things, and wanted a few things... And well, this is the result. I hope you like the new game experience. I hope I haven't made any mistakes. If you spot a bug, it was innevitible, please let me know in the discussions.Thanks everyone for the testing, feedback, and feature requests.ChangelogThe order board had a bug, was stuck at 5 order through garage and office stage; it now climbs to 20 dependant on rep. (tldr should see like double now)Added a worker hiring board with randomised stats, rotates every. 8 hours (irl minutes)Workers negotiate their own wage. Faster ones cost more per hour, and the board marks good value or over the odds. The hire fee no longer scales with skill.Workers have two stats, repair speed and upkeep speed.A worn printer is more likely to break, up to three times as likely at zero health. A printer kept serviced breaks as often as it always did.Cartesians start at the correct position when you change rooms.Hover explanations now appear (oops)A palette button next to the printer sort control sets the colour scheme: Default, Black & White, Pink, Sky Blue, Futuristic.Drag printers around a room to swap them, or onto an empty slot to move them. (only works on default sort)Repair bills are the part plus labour, not a percentage of the printer's price. Cleaning a bed is cheap; a power supply is expensive.Repair time depends on what broke. A dirty bed is quick, a print head slower, a power supply slowest. The printer panel says how long."Pin every order I accept", a toggle on the Orders panel's Active tab.A pinned order's count is green when it's active and red when when it isn't.Ctrl-click printer cards to select several, Shift-click for a range. The sidebar sets filament, priority and loop across all of them.The Orders window is a fixed size. An order you accept, decline or lose keeps its slot until you c...
Changed one of the quest for level 5 that was a bugged. Instead you now just need to spawn the boss to complete the quest.
Hello, Dragon Slayers!First, I want to give a heartfelt thank-you to everyone playing Now THAT'S a Big Dragon! I truly appreciate all your support and feedback.Here is the game's first post-launch update. I've already started putting your feedback into action to make the game even better for you. This update includes progression improvements, balance changes, and several important fixes.HighlightsUpgrades can now be unlocked even if you have not purchased the corresponding unit. This makes dungeon upgrades more accessible and gives you more options when pursuing achievements.Some achievements are now easier to work towards, but they are still intentionally designed to be challenging. They should reward planning, persistence, and mastery of the game. You can do it!!!The chapter 'The Magic Toy' now comes before 'Resources Management'. Defeating the Dummy unlocks both remaining chapters, giving you more progression choices and making your return to Forth'aarh more dramatic.Instead of receiving a 1M gold investment from the King, you now begin 'The Magic Toy' with 2M gold.The 'Resources Management' chapter now begins with 10 of each resource.About the Game's LengthSome players have mentioned completing the game in less than 2 hours. This appears to come from a confusion in treating the first chapter as the full game.The first chapter is only the beginning of the adventure. There is much more to discover afterwards, including additional chapters, dungeons, progression systems, and challenging achievements. Forth'aarh is confused by this misunderstanding.FixesFixed the 3D maze camera. On rare occasions, the camera would face the floor.Fixed Steam Overlay visual glitches. You should now see smoother visuals after a Steam Overlay notification appears.Statistics meters now correctly count clicks and critical clicks.What's NextAnother common point of complaint was the dungeon and how some people don't see the point in playing it. I'm going over all the suggestions and will ad...
Development update.Since the last version update, MEGACITY has received one of its biggest development passes yet. This update is focused on making the city easier to understand, more reactive to your decisions, and much harder to accidentally break.## A more alive city- **Faction demands** now give rival factions clearer priorities and consequences. Respond to them, negotiate, or let tensions build.- **Wars now have a stronger rhythm**, with conflicts paced across in-game days and concluded wars preserved in the diplomacy archive.- **Recurring crises explain themselves**returning problems now warn you that they will come back until the underlying issue is fixed.- **Wildlands systems have expanded**, with better ecology interactions, new discoveries, and more meaningful biosphere consequences.- **Rare species discoveries are now one-time events**, so completing one no longer causes the same card to return later.- **Black-market purchases now have real outcomes**, with confirmation prompts before committing to risky choices.- **Contracts are more transparent**, including warnings when combined demand exceeds your income and partial recovery when contracts are scrapped.## Better production and military information- Production buildings now show their **inputs, outputs, staffing, throughput, and effective multipliers**.- Civilian production clearly separates **supply, stockpile demand, and actual output**.- Military logistics now makes the shared **Food pool** and ration usage easier to understand.- Training facilities and **Accelerated Training Doctrine** now show exactly how much time they save.- Training boosts display countdowns and clearly announce when the doctrine expires.- Company licensing and other economic systems have received balancing and persistence improvements.## More useful tools and navigation- Research search now covers the **entire technology catalog**, with category breadcrumbs that take you directly to the right place.- A new **Bestiary** screen ...
Hey all,I never made an official post regarding this, but better late than never. Click and Conquer is now Steam Deck Verified!I got a Steam Deck last year and absolutely fell in love with it, and wanted to make sure Click and Conquer was fully verified.Looking forward to seeing players on the device and hear how it can be improved.Cheers!- Sockhouse
Reincarnation Reincarnating now has a new button that brings the unique bosses you already slew back to life. They stand where they stood and can be killed again, but their rewards reset with them: whatever they gave you the first time has to be earned all over again Interface The Current action window has two buttons in its header to make it bigger and smaller. It never grows wider than the room panel, so it will not cover the panels beside it: when it grows, all it does is hang further down The Event log panel has two buttons to raise and lower the text size
A cozy idle island sim that lives on your desktop, just above the taskbar. Five islanders — a Farmer, Woodcutter, Fisherman, Miner, and Chef — farm, fish, mine, cook, and craft on their own. You just make the calls: what to plant, what to craft, where to build. Glance down between emails and a meal is ready. It never steals your screen. -20%, through September 4, 10:00 AM Pacific 45 days since launch 90% positive on Steam 32 updates — roughly one every day and a half Median playtime 8 hours 39 minutes What changed across those 45 days, and what Chapter 2 will bring, is all written up in "45 Days In: A Report, and a Thank-You".